I have a sphere-like model shaded with a voronoi (4d) texture that receives generated coordinates. I didn't use UV or object coordinates because I couldn't solve the texture artifacts they produced, and the generated coordinates work fine.

The geometry of the model is extended with a boolean (join operation). The voronoi texture extends perfectly into the new geometry. But, when I try to apply the boolean modifier, the voronoi texture changes.

What I would like to achieve, is to apply the boolean modifier to the sphere-like mesh without changing the way it is textured (I spent a long time tweaking the voronoi to the point where it looked how I wanted it, and it now changing is a big inconvenience).

Is there a way I can "apply" the shading texture first? In a similar way in which I can apply any other modifier, like a deform modifier if I wanted to change the mesh before joining it. Maybe I can "extract" the voronoi texture to its own 3d-image file, then import the file back into the shader? Or can I add a node that "captures" the generated coordinates and retains them after the boolean modifier is applied?

Thank you.

  • $\begingroup$ You could bake the texture? $\endgroup$
    – moonboots
    Jan 29, 2023 at 11:32
  • $\begingroup$ Sounds like exactly what I'm looking for, thank you. Apologies for my low skill level. $\endgroup$ Jan 29, 2023 at 11:42
  • $\begingroup$ How can I mark the question as solved? $\endgroup$ Jan 29, 2023 at 11:52
  • $\begingroup$ You can't mark the question as solved. The principle is to have an answer and accept it. In this case, either @moonboots will write an answer or you can do it yourself. $\endgroup$
    – lemon
    Jan 29, 2023 at 11:55
  • $\begingroup$ I'm not sure it will work though, I'm testing it $\endgroup$
    – moonboots
    Jan 29, 2023 at 12:19

1 Answer 1


Duplicate your object A (object + its boolean object), apply the modifier of object B, unwrap B, give it a material with an Image Texture node (use the Texture Coordinate UV output this time), select A, shift select B, bake A to B (settings below):

enter image description here


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